public JoinMaps ( |
||
baseMap | The Base Map | |
maplet | The maplet items to place | |
startX | int | The x coordinate on the basemap where to start |
startY | int | The y coordinate on the basemap where to start |
리턴 | ].MapBlock[ |
/// <summary> /// Creates and puts a particular room in a particular rectangle /// </summary> /// <param name="roomType"></param> /// <param name="rect"></param> /// <param name="circle">When the room is a Summoning Room, there's the circle</param> private static void PutRoom(MapBlock[,] map, int tileID, int level, DungeonRoomType roomType, Rectangle rect, out SummoningCircle circle) { circle = null; string tagName = roomType.ToString().ToLower().Replace("_", " ") + " room"; LocalMapXMLParser parser = new LocalMapXMLParser(); var maplet = parser.ParseMapletFromTag(tagName); //Change the width and height to match the rectangle we're fitting it in //Leave a rim of 1 maplet.SizeX = rect.Width - 2; maplet.SizeY = rect.Height - 2; LocalMapGenerator lmg = new LocalMapGenerator(); Actor[] actors = null; MapletActorWanderArea[] areas = null; MapletPatrolPoint[] patrolRoutes = null; MapletFootpathNode[] footpathNodes = null; var gennedMap = lmg.GenerateMap(tileID, null, maplet, false, "", OwningFactions.UNDEAD, out actors, out areas, out patrolRoutes, out footpathNodes); //Is this a summoning room? if (roomType == DungeonRoomType.SUMMONING) { //Go through each map block and see if we find a summoning circle for (int x = 0; x < gennedMap.GetLength(0); x++) { for (int y = 0; y < gennedMap.GetLength(1); y++) { var block = gennedMap[x, y]; if (block.GetTopMapItem() != null && block.GetTopMapItem().GetType().Equals(typeof(SummoningCircle))) { circle = block.GetTopMapItem() as SummoningCircle; } } } } if (roomType == DungeonRoomType.COMBAT_PIT) { int docLevel = (int) level/4; docLevel = docLevel < 1 ? 1 : docLevel; docLevel = docLevel > 5 ? 5 : docLevel; //Generate a combat manual - Level [1..5] will be determined by floor of Dungeon Level /4 CombatManual cm = new CombatManual(SpecialAttacksGenerator.GenerateSpecialAttack(docLevel)); //Now place it, somewhere (or at least try 50 times) for(int i=0; i < 50; i++) { MapBlock randomBlock = gennedMap[GameState.Random.Next(gennedMap.GetLength(0)), GameState.Random.Next(gennedMap.GetLength(1))]; if (randomBlock.MayContainItems) { randomBlock.ForcePutItemOnBlock(cm); break; } } } //Do we have any treasure chests? for (int x = 0; x < gennedMap.GetLength(0); x++) { for (int y = 0; y < gennedMap.GetLength(1); y++) { var block = gennedMap[x, y]; if (block.GetTopMapItem() != null && block.GetTopMapItem().GetType().Equals(typeof(TreasureChest))) { TreasureChest chest = block.GetTopMapItem() as TreasureChest; InventoryItemManager iim = new InventoryItemManager(); //Fill em up chest.Contents = iim.FillTreasureChest((InventoryCategory[])Enum.GetValues(typeof(InventoryCategory)), 300 + (50 * level)); } } } //Now fit one into the other lmg.JoinMaps(map, gennedMap, rect.X + 1, rect.Y + 1); }
/// <summary> /// Generates a site /// </summary> /// <param name="siteType"></param> /// <param name="biomeType"></param> /// <param name="owner"></param> /// <param name="startPoint"></param> /// <param name="actors"></param> /// <returns></returns> public static MapBlock[,] GenerateSite(SiteData siteData, out Actor[] actors) { MapCoordinate startPoint = null; //First we generate some empty wilderness of the right type MapBlock[,] map = WildernessGenerator.GenerateMap(siteData.Biome, 0, 0, out actors, out startPoint); //Now, clear the tiles from between 5,5 till 25,25 for (int x = 5; x < 26; x++) { for (int y = 5; y < 26; y++) { MapBlock block = map[x, y]; block.RemoveAllItems(); } } ItemFactory.ItemFactory itemFactory = new ItemFactory.ItemFactory(); int waterID = 0; MapItem waterTile = itemFactory.CreateItem(Archetype.TILES, "water", out waterID); //If it's a fishing village, put some water in if (siteData.SiteTypeData.SiteType == SiteType.FISHING_VILLAGE) { for (int x = 0; x < map.GetLength(0); x++) { for (int y = map.GetLength(1) - 10; y < map.GetLength(1); y++) { MapBlock block = map[x, y]; block.RemoveAllItems(); //Set the tile to water block.Tile = itemFactory.CreateItem("tiles", waterID); block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); } } } LocalMapGenerator lmg = new LocalMapGenerator(); LocalMapXMLParser parser = new LocalMapXMLParser(); Maplet maplet = parser.ParseMapletFromTag(siteData.SiteTypeData.SiteType.ToString().Replace("_", " ").ToLower(),siteData.Biome); var tileID = DatabaseHandling.GetItemIdFromTag(Archetype.TILES, WildernessGenerator.details[siteData.Biome].BaseTileTag); MapletActorWanderArea[] wanderAreas = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] footPath = null; //Now generate the actual map MapBlock[,] siteMap = lmg.GenerateMap(tileID, null, maplet, false, "", siteData.Owners, out actors, out wanderAreas, out patrolPoints, out footPath); //Now lets fuse the maps map = lmg.JoinMaps(map, siteMap, 5, 5); foreach (var actor in actors) { if (actor.CurrentMission == null) { actor.CurrentMission = actor.MissionStack.Count > 0 ? actor.MissionStack.Pop() : null; } if (actor.CurrentMission != null && actor.CurrentMission.GetType() == typeof(WanderMission)) { WanderMission wMiss = actor.CurrentMission as WanderMission; wMiss.WanderPoint.X += 5; wMiss.WanderPoint.Y += 5; wMiss.WanderRectangle = new Rectangle(wMiss.WanderRectangle.X + 5, wMiss.WanderRectangle.Y + 5, wMiss.WanderRectangle.Width, wMiss.WanderRectangle.Height); } } //Fix the patrol points foreach (var point in patrolPoints) { point.Point.X += 5; point.Point.Y += 5; } //Let's fix the patrol points, we need to merge them into PatrolRoutes var patrolRoutes = PatrolRoute.GetPatrolRoutes(patrolPoints); foreach (var area in wanderAreas) { area.WanderRect = new Rectangle(area.WanderRect.X + 5, area.WanderRect.Y + 5, area.WanderRect.Width, area.WanderRect.Height); } //And fix the path nodes foreach (var pn in footPath) { pn.Point.X += 5; pn.Point.Y += 5; } //If the map already has any actors in it, make the characters prone foreach (var actor in actors) { actor.IsProne = true; } //Now generate the pathfinding map PathfinderInterface.Nodes = GeneratePathfindingMap(map); int pathTileID = -1; var dummy = itemFactory.CreateItem(Archetype.TILES, "stone", out pathTileID); //Go through each footpath node. Attempt to connect the node with the other primary nodes foreach (var fp in footPath) { foreach (var primary in footPath.Where(p => p.IsPrimary)) { //Join them up var path = PathfinderInterface.GetPath(fp.Point, primary.Point); if (path != null) { foreach (var coord in path) { MapBlock block = map[coord.X, coord.Y]; //Only do this if the tile isn't wood, or stone if (!block.Tile.InternalName.ToUpper().Contains("STONE") && !block.Tile.InternalName.ToUpper().Contains("WOOD")) { block.Tile = itemFactory.CreateItem("tiles", pathTileID); block.Tile.Coordinate = new MapCoordinate(coord); } } } } } List<Actor> actorList = new List<Actor>(); actorList.AddRange(actors); //And add the actors //Let's generate a number of actors then foreach (ActorProfession profession in Enum.GetValues(typeof(ActorProfession))) { //So do we have any wander areas for them ? var possibleAreas = wanderAreas.Where(wa => wa.Factions.HasFlag(siteData.Owners) && wa.Profession.Equals(profession)); var possibleRoutes = patrolRoutes.Where(pr => pr.Owners.HasFlag(siteData.Owners) && pr.Profession.Equals(profession)); //Any actors? if (siteData.ActorCounts.ContainsKey(profession)) { //Yes, how many int total = siteData.ActorCounts[profession]; var a = ActorGeneration.CreateActors(siteData.Owners, profession, total); foreach(var ac in a) { ac.SiteMember = true; } actorList.AddRange(a); foreach (var actor in a) { //So, where we going to drop them off ? Randomly int tries = 0; for (; ; ) { int randomX = GameState.Random.Next(map.GetLength(0)); int randomY = GameState.Random.Next(map.GetLength(1)); if (map[randomX, randomY].MayContainItems) { //Plop it on there actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL); map[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter); tries = 0; break; } else { tries++; } if (tries >= 150) { //give up break; } } //Go through each actor, and either tell them to wander in the whole map, or within any possible area which matches //Any possible area avaialble? List<object> possibleMissions = new List<object>(); //I know :( But Using an interface or trying to mangle together an inheritance was worse possibleMissions.AddRange(possibleAreas.Where(pa => pa.MaxAmount > pa.CurrentAmount)); possibleMissions.AddRange(possibleRoutes); var chosenArea = possibleMissions.OrderBy(pa => GameState.Random.Next(100)).FirstOrDefault(); if (chosenArea == null) { //Wander around the whole map actor.CurrentMission = new WanderMission() { LoiterPercentage = 25, WanderPoint = new MapCoordinate(map.GetLength(0) / 2, map.GetLength(1) / 2, 0, MapType.LOCAL), WanderRectangle = new Rectangle(0, 0, map.GetLength(0), map.GetLength(1)) }; } else { //Is this a patrol or a wander ? if (chosenArea.GetType().Equals(typeof(PatrolRoute))) { var patrolDetails = chosenArea as PatrolRoute; PatrolRouteMission pm = new PatrolRouteMission(); pm.PatrolRoute.AddRange(patrolDetails.Route); actor.CurrentMission = pm; } else if (chosenArea.GetType().Equals(typeof(MapletActorWanderArea))) { var wanderDetails = chosenArea as MapletActorWanderArea; //Wander around in that area actor.CurrentMission = new WanderMission() { LoiterPercentage = 25, WanderPoint = new MapCoordinate(wanderDetails.WanderPoint), WanderRectangle = wanderDetails.WanderRect }; wanderDetails.CurrentAmount++; } } } } } actors = actorList.ToArray(); siteData.PatrolRoutes = patrolRoutes.ToList(); siteData.WanderAreas = wanderAreas.ToList(); return map; }
/// <summary> /// Generates a camp /// </summary> /// <returns></returns> public static MapBlock[,] GenerateCamp(int enemies, out MapCoordinate startPoint, out DRObjects.Actor[] enemyArray) { MapBlock[,] map = new MapBlock[MAP_EDGE, MAP_EDGE]; Random random = new Random(); ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); int grassTileID = 0; factory.CreateItem(Archetype.TILES, "grass", out grassTileID); //Create a new map which is edge X edge in dimensions and made of grass for (int x = 0; x < MAP_EDGE; x++) { for (int y = 0; y < MAP_EDGE; y++) { MapBlock block = new MapBlock(); map[x, y] = block; block.Tile = factory.CreateItem("tile", grassTileID); block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); } } //Now created a wall int pallisadeID = 0; factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); //Create a square of pallisade wall int startCoord = (MAP_EDGE - FORTIFICATION_EDGE) / 2; int endCoord = MAP_EDGE - ((MAP_EDGE - FORTIFICATION_EDGE) / 2); for (int x = startCoord + 1; x < endCoord; x++) { MapBlock block = map[x, startCoord]; MapItem item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); block = map[x, endCoord]; item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); } pallisadeID = 0; for (int y = startCoord + 1; y < endCoord; y++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID); MapBlock block = map[startCoord, y]; MapItem item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID); block = map[endCoord, y]; item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); } //We need to poke a hole in wall as an entrance //Let's poke one at the top and one at the bottom int center = MAP_EDGE / 2; int rValue = GameState.Random.Next(2); for (int x = -1; x < 2; x++) { if (rValue == 1) { MapBlock block = map[center + x, startCoord]; block.RemoveTopItem(); } else { MapBlock block = map[center + x, endCoord]; block.RemoveTopItem(); } } rValue = GameState.Random.Next(2); for (int y = -1; y < 2; y++) { if (rValue == 1) { MapBlock block = map[startCoord, y + center]; block.RemoveTopItem(); } else { MapBlock block = map[endCoord, y + center]; block.RemoveTopItem(); } } //Now, let's create some maplets in there //There's a single maplet containing the other maplets - let's get it LocalMapXMLParser lm = new LocalMapXMLParser(); Maplet maplet = lm.ParseMapletFromTag("camp"); LocalMapGenerator gen = new LocalMapGenerator(); //TODO: LATER THE OWNER MIGHT NOT BE A BANDIT MapletActorWanderArea[] wanderAreas = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] footPath = null; var gennedMap = gen.GenerateMap(grassTileID, null, maplet, false, "", OwningFactions.BANDITS, out enemyArray, out wanderAreas, out patrolPoints,out footPath); gen.JoinMaps(map, gennedMap, startCoord + 1, startCoord + 1); //Let's add some trees and stuff int decorCount = (int)(map.GetLength(1) * 0.50); //Just find as many random points and if it happens to be grass, drop them int itemID = 0; for (int i = 0; i < decorCount; i++) { //Just trees MapItem decorItem = factory.CreateItem(Archetype.MUNDANEITEMS, "tree", out itemID); //Pick a random point MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))]; //Make sure its not inside the camp if (randomBlock.Tile.Coordinate.X >= startCoord && randomBlock.Tile.Coordinate.X <= endCoord && randomBlock.Tile.Coordinate.Y >= startCoord && randomBlock.Tile.Coordinate.Y <= endCoord) { //Not within the camp i--; continue; //try again } if (randomBlock.MayContainItems && randomBlock.Tile.Name == "Grass") { //Yes, can support it randomBlock.ForcePutItemOnBlock(decorItem); } //Otherwise forget all about it } //Now select all the border tiles and put in a "Exit here" border for (int x = 0; x < map.GetLength(0); x++) { MapCoordinate coo = new MapCoordinate(x, 0, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[x, 0].ForcePutItemOnBlock(lti); coo = new MapCoordinate(x, map.GetLength(1) - 1, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[x, map.GetLength(1) - 1].ForcePutItemOnBlock(lti); } for (int y = 0; y < map.GetLength(1); y++) { MapCoordinate coo = new MapCoordinate(0, y, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[0, y].ForcePutItemOnBlock(lti); coo = new MapCoordinate(map.GetLength(0) - 1, y, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Town Borders"; lti.Coordinate = coo; map[map.GetLength(0) - 1, y].ForcePutItemOnBlock(lti); } #region Treasure Room //This is a bit naughty. We need to locate where the tiles become soil MapCoordinate soilStart = null; bool breakOut = false; for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { if (map[x, y].Tile.Name.ToLower().Equals("soil")) { soilStart = new MapCoordinate(x, y, 0, MapType.LOCAL); breakOut = true; break; } } if (breakOut) { break; } } //Also naughty, we know it's 5x5 #region Inner Wall for (int x = 0; x < 5; x++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); MapItem item = factory.CreateItem("mundaneitems", pallisadeID); if (x != 2) //hole in the top { map[soilStart.X + x, soilStart.Y].ForcePutItemOnBlock(item); } factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X + x, soilStart.Y + 5].ForcePutItemOnBlock(item); } for (int y = 0; y < 5; y++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID); MapItem item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X - 1, soilStart.Y + y].ForcePutItemOnBlock(item); factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID); item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X + 5, soilStart.Y + y].ForcePutItemOnBlock(item); } #endregion #endregion #region Patrol Points //Now let's collect the patrol points. We're going to have two possible patrols - one around each of the entrances - and another on the outside corners of the map List<MapCoordinate> outsidePatrol = new List<MapCoordinate>(); outsidePatrol.Add(new MapCoordinate(startCoord - 2, startCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(endCoord + 2, startCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(endCoord + 2, endCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(startCoord - 2, endCoord, 0, MapType.LOCAL)); List<MapCoordinate> insidePatrol = new List<MapCoordinate>(); insidePatrol.Add(new MapCoordinate(center, startCoord + 1, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(center, endCoord - 1, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(startCoord + 1, center, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(endCoord - 1, center, 0, MapType.LOCAL)); //Go through all of those and make sure they're clear of anything that wouldn't let them walk upon them foreach (var coordinate in outsidePatrol) { map[coordinate.X, coordinate.Y].RemoveTopItem(); } foreach (var coordinate in insidePatrol) { map[coordinate.X, coordinate.Y].RemoveTopItem(); } #endregion #region Actors enemyArray = CreateBandits(enemies, outsidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList(), insidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList()); int tries = 0; //Put them on the mappity map for (int i = 0; i < enemyArray.Length; i++) { Actor actor = enemyArray[i]; int randomX = random.Next(map.GetLength(0)); int randomY = random.Next(map.GetLength(1)); if (map[randomX, randomY].MayContainItems) { //Plop it on there actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL); map[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter); tries = 0; ////If they are wandering, make them wander in the right place //var mission = actor.MissionStack.Peek(); //if (mission.MissionType == ActorMissionType.WANDER) //{ // var wander = mission as WanderMission; // wander.WanderPoint = new MapCoordinate(actor.MapCharacter.Coordinate); // wander.WanderRectangle = new Rectangle(startCoord, startCoord, FORTIFICATION_EDGE, FORTIFICATION_EDGE); //} } else { tries++; i--; } if (tries >= 50) { //give up continue; } } #endregion startPoint = new MapCoordinate(map.GetLength(0) / 2, 0, 0, MapType.LOCAL); return map; }